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Jimbawa

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  1. Like
    Jimbawa got a reaction from Bucknife in Optimizing the TIE x1: Vader-Reaper-Reaper   
    I'm actually becoming more of a fan of Feroph over Vermeil. Since they want to jam everything anyway, you will have the same likelihood of getting use of both abilities. Vermeil's is limited to a small modification on stronger dice once per round while Feroph adds a significant modification to much worse dice and can be used as many times as he gets attacked. Having 2 reapers means he is able to token up on turns when he might be a target (or left as bait) and having 2 dice behind a token, palp and (mechanically) a reinforce, he can shrug off 3 and 4 hit attacks all turn long. Were he to also have the OP condition, I have a hard time seeing when Vermeil would have a more significant impact.
  2. Thanks
    Jimbawa got a reaction from RoockieBoy in RACLo/Vader   
    Optimized prototype only lets you spend the die on primary attacks, not secondaries. The control aspect still works well in what can otherwise be a pretty predictable list though. 
  3. Haha
    Jimbawa got a reaction from nitrobenz in Does Fake Saturation Work?   
    It might see better mileage in an epic format, and the imperial aggressor pilot "Double Edge" could get even more value out of this combo if you're willing to pay up for a second cruise missile. Probably not terribly effective, but there's room for shenanigans there. 
  4. Like
    Jimbawa got a reaction from Greebwahn in Scarif Defenders   
    Another vote for LWF on the reaper. Tac Officer looks like it would largely be a waste in that list. At best, you're letting Duchess focus and evade, which you can do better with different crew. Likewise, outmaneuver doesn't have the same punch that other EPT's do. Green dice tend to be weaker than red dice, so a situational mod to reduce those instead of a mod to boost your reds or give you better efficiency elsewhere feels like a terrible trade off. 
    Who do you feel like wants the optimized prototype in this list? Duchess is probably off hunting aces and won't be around the reaper, so keeping it on himself looks like the best answer. That means he would absolutely want to keep his own tokens/actions to get some mileage out of his point cost. If he becomes a 30 point blocker and Duchess bites it, you've basically lost the game. 
  5. Like
    Jimbawa got a reaction from Swedge in Saw's ability and Wookie commandos.   
    That question was worded a bit clunky, so for clarification for the next person to read this; A ship with wookie commandos (or wired for that matter) can reroll their eye results and Saw's effect would also allow them to reroll another die that was not already rerolled, assuming all stress, damage and range conditions are met. 
    The original wording might suggest that any ship within range 2 could reroll eye results and any other result, which is not the case. 
  6. Like
    Jimbawa got a reaction from Magnus Grendel in My Son's Imperial List - Bomber and 2 Tie Defenders   
    It's not super optimal, but it's not a bad list either. You could make a few minor changes to your son's list and he'd see only slightly better performance and if he's comfortable with it, he might as well stick by it. Probably the only big change I'd suggest is to change out VI on Ryad. Going from PS 5 to PS 7 doesn't change her order a whole lot of when she gets to move and shoot and there's not many big threats in that range. Ideally, he'd probably want either Juke or Push the Limit on her, but he'd have to make changes to make room. He could trade out Twin Ion Engine and VI, both from Ryad, for Juke and it doesn't really change anything about how you should fly the list. If he wanted Push the Limit for better action economy and damage throughput, he would need to do the next most common change you'll hear on this forum. That would be to swap out Rexlar for Col. Vessery. He's not only cheap enough that your son will have room for the upgrades, he's also a much better pilot for the purposes of pushing damage through. His ability works for both attacks with the TIE/D title, meaning he'll get a free target lock for both shots as long as any other ship already has a target lock on the one you're shooting. The downside to that is you lose your PS 8 ship for a PS 6. That's actually a pretty meaningful breakpoint as a lot of powerful ships sit at PS 8 and it makes those match ups a lot harder. After those changes, there's only very minor changes he could make that really just adapt to playstyle. Long range scanners on his bomber instead of Lightweight Frame are a boon to Vessery and allow an easy source of target locks. He could also feasibly drop Twin Ion Engine from Rexler (or Vessery if you replace him) to make room for another crew on the bomber. There's a lot of good options there, so it might be worth looking at if he wants to tweak the list any. 
    Now, for beating this list. 
    The bomber is a big weak point and could be taken out early but it's not a huge threat. One round of focused fire takes it out at your earliest convenience. I'd recommend doing that if he's ever exposed in a bad position, otherwise you'll want to shut down his TIE/D defender. Even with TIE mk. II's, it's very vulnerable to stress. Bringing any ship that can carry R3-A2 that fires at a high PS will negate a lot of damage he can do. Likewise, bringing any ship that can deny the token stack on Ryad cuts down her survivability by a lot. Fenn Rau in the sheathipede with Hotshot Copilot can force her to spend her focus on a shot that likely wouldn't do damage to her anyway, and he can prevent any ship in arc from spending tokens to modify attack dice. You could also use any high PS ace like Poe who can reposition and arc dodge the defenders. Defenders are terribly predictable and planning around the inevitable k-turn is something you'll just have to practice and you'll start to anticipate it. 
     
  7. Like
    Jimbawa got a reaction from Greebwahn in New and Nasty   
    As much as I love/hate flying QD and OL in every serious tourney, they're **** effective and I'm probably going to try mixing in a reaper for my third ship. Typically I'll fly Tomax, Duchess or Inqy in that spot, so that's sort of the competition to compare it to. 
    Quickdraw (29)
    LWF (2) Spec Ops (0) VI (1) FCS (2) Sensor Cluster (2) Omega Leader (21)
    Juke (2) Comm Relay (3) Major Vermeil (26)
    LWF (2) Adv. Ailerons (0) VI (1) ISB Slicer (2) Director Krennic (5) Total: 98 points
     
    Seems scrappy on paper with optimized prototype on Vermeil. Not as worried about needing the target lock to get off ordnance compared to the other 3rd ships I tend to fly, and slow rolling before a big rush into jam range should disable a good bit of any initial alpha exchange I might expect. Throws decent dice, although weaker on defense without Kallus. Makes him a bit more appealing as an early target, saving QD and OL for mid and late game, and ignoring him means getting shots on QD with any kind of reliable tokens becomes a pain in the ***. OL gets a more consistent juke on the opening joust if she would otherwise not have a target lock. Finally, there's a bid to beat out the other nasty 8s like Rey and Miranda. Maybe a bit boring; no fancy tricks to see here or action shenanigans. I could see this list going far with decent flying. I'd be worried about a mirror match or other jam heavy list as that could shut down any of these ships individually, but what else would give it trouble?
    Thoughts, comments, things you would change (other than sensor cluster)?
  8. Like
    Jimbawa got a reaction from RedDogReb in My Son's Imperial List - Bomber and 2 Tie Defenders   
    It's not super optimal, but it's not a bad list either. You could make a few minor changes to your son's list and he'd see only slightly better performance and if he's comfortable with it, he might as well stick by it. Probably the only big change I'd suggest is to change out VI on Ryad. Going from PS 5 to PS 7 doesn't change her order a whole lot of when she gets to move and shoot and there's not many big threats in that range. Ideally, he'd probably want either Juke or Push the Limit on her, but he'd have to make changes to make room. He could trade out Twin Ion Engine and VI, both from Ryad, for Juke and it doesn't really change anything about how you should fly the list. If he wanted Push the Limit for better action economy and damage throughput, he would need to do the next most common change you'll hear on this forum. That would be to swap out Rexlar for Col. Vessery. He's not only cheap enough that your son will have room for the upgrades, he's also a much better pilot for the purposes of pushing damage through. His ability works for both attacks with the TIE/D title, meaning he'll get a free target lock for both shots as long as any other ship already has a target lock on the one you're shooting. The downside to that is you lose your PS 8 ship for a PS 6. That's actually a pretty meaningful breakpoint as a lot of powerful ships sit at PS 8 and it makes those match ups a lot harder. After those changes, there's only very minor changes he could make that really just adapt to playstyle. Long range scanners on his bomber instead of Lightweight Frame are a boon to Vessery and allow an easy source of target locks. He could also feasibly drop Twin Ion Engine from Rexler (or Vessery if you replace him) to make room for another crew on the bomber. There's a lot of good options there, so it might be worth looking at if he wants to tweak the list any. 
    Now, for beating this list. 
    The bomber is a big weak point and could be taken out early but it's not a huge threat. One round of focused fire takes it out at your earliest convenience. I'd recommend doing that if he's ever exposed in a bad position, otherwise you'll want to shut down his TIE/D defender. Even with TIE mk. II's, it's very vulnerable to stress. Bringing any ship that can carry R3-A2 that fires at a high PS will negate a lot of damage he can do. Likewise, bringing any ship that can deny the token stack on Ryad cuts down her survivability by a lot. Fenn Rau in the sheathipede with Hotshot Copilot can force her to spend her focus on a shot that likely wouldn't do damage to her anyway, and he can prevent any ship in arc from spending tokens to modify attack dice. You could also use any high PS ace like Poe who can reposition and arc dodge the defenders. Defenders are terribly predictable and planning around the inevitable k-turn is something you'll just have to practice and you'll start to anticipate it. 
     
  9. Like
    Jimbawa got a reaction from SDCC in Deci/Vess List   
    While you absolutely can pair Vessery with RAC, it's probably not the best pairing and a lot of that crew isn't the most effective for a decimator anyway. Admittedly, you probably could get some use out of Trick shot, but there are much better options depending on how many points you can free up. Agent Kallus can get kicked off the boat immediately. You don't have the defense dice to get any benefit from it, and you already get a soft focus to crit at range 1 and 2. What he needs is rerolls, ideally through target locks to support Vessery. Like skeether said, Vessery either wants to shoot first or you want your wingman to have a way to get his own target lock mid combat, e.g. FCS. Tactician also only works in arc, and your decimator will fire a lot of out of arc shots, making him almost entirely worthless after the joust. The decimator just isn't a kiting ship, and imperials in general don't have a ship to really make that an option. You probably want a more solid side along jouster to pair well with him, and a strong flanker if points allow. You could probably fit some form of QD/Vessery and a striker or a budget Omega Leader. Or some kind of cheap bomber for an easy LRS carrier. That would be my recommendation at least. 
  10. Thanks
    Jimbawa got a reaction from nitrobenz in Timing window to spend a die result   
    joeshmoe found the pertaining rules from the resistance bomber insert. It triggers when you attack and should occur during the "modify attack dice" step. Since no green dice have been rolled by then, there's no green dice to spend. Not to mention when have you ever been able to spend something your opponent owns? I don't think there's specific rules to call that out, but I'm pretty sure it's generally accepted it would be silly if you could spend your opponents focus/target lock/anything else for your own use.
    Edit: I get what you're saying that it isn't called out as an attack mod and could be a modify defense dice mod, but again, when has x wing ever let you spend something that wasn't yours? 
    The quote from Joe would also indicate that since the ability is a "when attacking..." effect, it triggers during the modify attack dice step. But that's as close as I can see to a specific call out to timing. 
  11. Like
    Jimbawa got a reaction from Maui. in Timing window to spend a die result   
    It's there though. The clause set apart by commas is freely movable within the sentence and doesn't change the meaning of said sentence. For all intents and purposes, it just as much reads "Once per turn you may, when performing a primary attack, spend 1 die result to remove 1 shield from the defender."
  12. Like
    Jimbawa got a reaction from nitrobenz in Gib imperial list please   
    Quickdraw and Omega Leader are practically givens with what you're carrying. If you aren't a fan of a palp shuttle, I'd go with either Duchess/Pure Sabacc or a bomber with some ordnance. Tomax would be great, but he's in the vets pack so you would probably just take a scimitar. 
    QD with LWF, Title, VI, FCS and tech of choice. I'm a fan of sensor cluster for defense, but Adv optics or PA works better if you like a more offensive option or like to sloop a lot. Missile to fill out points.
    OL with Stealth Device, Juke and Comm Relay. Standard as standard can be. 
    Duchess/Sabacc with LWF, Title and Crackshot or Predator depending on if you think you can keep them alive for more than a few shots. 
    or a scimitar with LRS, EM, torp of choice and UR. 
    That'll cost you about 40 points in QD, 29 for OL and mid-high 20s for your third ship. You'd have room for either expertise on QD or more ordnance on your bomber and still have a few points bid. All those options work pretty well and I've personally run all those variations to place in tourneys in my area. The strikers take a bit of practice to get the flying down, but otherwise they're all strong, easy to handle options. 
  13. Like
    Jimbawa got a reaction from nitrobenz in Target lock noob   
    Negative. You can acquire a target lock on ships even outside of your arc, as long as they are within range 3. If they move out of range or arc (and you don't have a weapon that fires outside your arc), then you won't have a shot. The target lock is primarily used to enable  you to fire ordnance or to get rerolls for your attacks to give you a higher chance of hitting and getting more damage through onto your opponent. 
  14. Like
    Jimbawa got a reaction from PT106 in Talk me out of making Ruthlessness hot again   
    As someone who has flown defenders with ruthlessness, there's definitely some nuances to the pairing. First off, running more than a single ruthlessness means you will end up hitting one of your ships part of the time. It will literally be unavoidable as the game progresses. That being said, if you can manage to keep QD close to whatever target you're focusing AND your opponent isn't shooting her, you can pop off her shields yourself to get a little extra mileage out of it. It's risky, but with Ryad shooting at PS 5, you probably will know by then if QD can be safely poked or not. It's also incredibly easy for most ships to stay out of range 1 of each other, and only a few rebel lists really benefit from staying that close under adverse conditions. You will probably get a few plinks in on enemy ships, assuming you have the mods to hit consistently, but what you will really get out of it is you'll split up your opponent's flight pattern and more easily isolate one ship to be focused down. 
    If you do decide to run a tie/D with ruthlessness, tractor beam is absolutely the way to go. If you hit, you get that reposition to put them in range of another enemy ship and gets you a lot more value from your ept, even if it means you miss out on a single damage from the cannon. You will often make that up in the second shot anyway with their reduced agility and the increased likelyhood you will get that splash damage on an enemy ship. 
  15. Like
    Jimbawa got a reaction from Malabor in So Ion Cannon +LWF *STILL* the commonly accepted best way to run Kestal?   
    Homing Missiles can be pretty nasty on her. Run it with deadeye and you've got a good chance to completely deny your opponent anyway to modify his defense dice. Certainly works better if you have another ship to support you with additional mods though. 
  16. Like
    Jimbawa got a reaction from nitrobenz in Reinforced Deflectors situations   
    To suffer the critical damage before taking the ISYTDS crit would mean that you would have to take the shield or damage card for the trigger, then take the ISYTDS crit. That keyword "instead" negates the damage you suffered and replaces it with its effect. If the triggering damage is no longer being suffered because it's been replaced, it shouldn't be considered for any other effects on either player's' side.  The wording, I believe, is to say that the damage must go through as a critical. So TLTs and non damaging cannons can't trigger it.
  17. Like
    Jimbawa got a reaction from nitrobenz in Kylo Ren ability question   
    As a further point, the ISYTDS condition can also jump to another ship before it gets triggered. If it is still in play on one of your opponents ships and a different ship is the first to  hit Kylo that round, the condition (and attached crit) will jump to the new ship. 
  18. Like
    Jimbawa got a reaction from nitrobenz in Han solo Pilot ability.   
    His ability counts as a re roll and the base rules only allow 1 re roll of any die. So no, you could not roll, use his ability and then use a target lock. 
  19. Like
    Jimbawa got a reaction from nitrobenz in Tie Defender with Tie/D Title & Multiple Targets   
    The title says you may perform a primary attack after your cannon attack, which includes selecting a target to become the defender in that attack. While the FAQ calls out "perform this attack twice" weapons as skipping the step to select a weapon and target (forcing you to use it a second time and on the same target), the TIE/D title has no such distinction and I believe you would be correct to be able to choose any available target. You would still be locked into your primary weapon however. That is how I have usually seen it played and it makes sense from my perspective, but the safe bet is always ask either your opponent or anyone friendly at your store for confirmation
     
  20. Like
    Jimbawa got a reaction from Goseki1 in Double TLT Agressors + Double Gunboats   
    I'm not sure the title is giving you a whole lot of benefit on the star wings, as you most likely won't have the maneuverability to turn, reload and still have a shot on your target. Extra munitions helps a little bit, so I would suggest trying to fit that on both if possible, or spending the points elsewhere to get a bit more consistency or survivability. If you like living on the edge (and having a huge bullseye on one of your ships, but it's scary if it lives), I'd suggest dropping both OS-1's to fit in the second EM and upgrading one Sienar Specialist to Double Edge. Give him A Score to Settle as his EPT, or trick shot for the safer option, and mark the biggest slowest target with it. Statistically, that means every TLT shot you make should have at least 1 crit result in it. It's a little less certain with Trick Shot, but potentially 4 dice per shot gives you good odds to fish one out.
    Both ships have almost the exact same dial and fly well enough together, but the real challenge will be how does it hold up against more dominant or meta lists. On paper, 5 health behind 3+ dice with a focus or 7 behind 2+ and a focus should take a good 3 shots before you lose a ship, double modded alphas notwithstanding. Against a 2 ship list, you should be able to survive and get a strong return barrage if your dice don't betray you. It is still going to come down to outflying your opponent while you have terribly low PS, whichever version you fly. If you can practice and handle it well, it might be able to hang with the more popular lists, but it will certainly be an uphill battle.
  21. Like
    Jimbawa reacted to theBitterFig in Ten Numb vs Countdown   
    It's worth supplementing this discussion with a reminder that, while one of Ten Nunb's crits cannot be cancelled by defense dice, when you add an evade you're technically adding an Evade die.  Evade Tokens, Reinforce, Concord Dawn Protector, Latts Razzi, C-3PO all add Evade Results, which count as dice.  This has nothing to do with Countdown, and most folks already know it, but I'm just making sure it's here for completeness.
  22. Like
    Jimbawa got a reaction from AngryAlbatross in Ruthless TIE/D's   
    I can get behind the x7 Ryad with PTL alongside Vess. I think I'm going to play around with Omega Leader and maybe a little Sabacc. I like the idea of OL with ASTS and either Comm Relay or Advanced Optics to make sure I've got double mods for defense, a soft focus for offense, and she can zone away an ace who doesn't want to be taking free crits potentially. Feels like it should be tanky enough, even if it's a little worse in the end game. In both cases I can fit TIE mk. IIs on Vess. It's not really a huge priority, but it does help fight those nasty stress lists. Likewise I'll try out ASTS, Crackshot or Trickshot for Sabacc depending on how important that TIE mk. II is or if I feel like I need a bid. 
  23. Like
    Jimbawa got a reaction from PanchoX1 in Os-1 Arsenal loadout and blinded pilot   
    I'm not inclined to agree that you would be able to clear the blinded pilot if you did not have ordnance. 
    If you were to take either title but not take the appropriate secondary (either XG with no cannons or OS with no missiles or torps), when you received a weapons disabled token during play you would not be able to attack even under ideal conditions. Regardless of whether you have a target lock, ship in arc or at the correct range band, without the accompanying weapon there is no way you can perform an attack. You hit the same snag where you can't declare a valid weapon to use to progress further down the attack timing chart and your only option is the primary which is stopped by the weapons disabled token. 
  24. Like
    Jimbawa got a reaction from CoffeeMinion in Help me make a TIE bomber list...   
    I've toyed around with a few 4 bomber lists and I personally enjoy running asymmetric builds. While I do have 1 harpoon in the list, you could just as easily swap it for another option, although the proton torp also loses a bit of value. It's still great ordnance, just a little less synergistic. Anyway, here's what I ran: 
    Scimitar Sqd Pilot (27)
    LRS EM Harpoons Cruise Missile / Ion Pulse Missile Seismic Charge Scimitar Sqd Pilot (26)
    LRS EM Proton Torp Unguided Rockets Ion Bomb Scimitar Sqd Pilot (25)
    LRS EM Plasma Torp Unguided Rocket Seismic Charge Scimitar Sqd Pilot (22)
    TiE mk II TIE Shuttle Systems Officer Fleet Officer Comes to 100 points even, although it takes a bit of practice to fly well. I've had the best successes flying in a pinwheel formation that flies fairly slow. You'd ideally want your front two ships at range 2 and your back two at range 2 or 3. Bombs are best used to discourage k turns behind you, and I highly recommend dropping a bomb early just to show your opponent it's in your mind and they should take care. It discourages a lot of quick turn and chases that your bombers really can't afford. 
    The support shuttle doesn't throw a lot of dice and goes down pretty quick if it gets focused, but while it lasts, it should keep the rest of your ships full on mods. You will probably need to hard turn or K turn your ordnance carriers at some point, and you should stagger the shuttle to do it the turn after, to ensure your heavy hitters have the locks and tokens they need to keep firing. Him taking shots when he can't fire and after the second salvo should be fine for you, and you should really be able to clean up most lists by the 4th or 5th combat. It definitely suffers against double adjustment aces and star vipers with their wonky barrel roll, but it's a fun list and can handle enough lists that you'll enjoy your time with it. 
  25. Like
    Jimbawa got a reaction from PanchoX1 in Os-1 Arsenal loadout and blinded pilot   
    I would also lean towards option B for a few reasons. In the case of option A, without blinded pilot, the ship would not have an opportunity to attack. The token prevents primaries and either having no target lock or ordnance remaining, there are no possible attack actions he can perform and cannot continue down the attack timing chart, even before getting to the "select a ship to be the defender" step of the attack.
    Option C, I would argue follows the same outcome of any regular ship with blinded pilot but without a target in arc or range. Despite not being able to perform an attack, the only thing stopping them was the lack of a target, not the lack of opportunity or weapon availability. With that being the precedent, it should not require that you have a valid target to flip blinded pilot, only that you have the chance and means to perform an attack at all. 
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